
varying float alphe;

uniform sampler2D uTexture;
uniform vec3 uColor;

void main() {
	//根据uColor和alphe得到点的颜色
	gl_FragColor = vec4( uColor, alphe );
	//点的颜色与点纹理结合（同时还有点的大小影响）
	gl_FragColor = gl_FragColor * texture2D( uTexture, gl_PointCoord );
}